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5 Minute Workday

Presents:

FEATS

A collection of new feats for your 5th Edition Game

by “JESTER” DAVID GIBSON


5 Minute Workday
Presents: Feats

Written by “Jester” David Gibson


Edited by Erick Allen

5 Minute Workday webcomic and blog:

5mwd.com
New comics Tuesday & Thursday

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5 Minute Workday Presents: Feats ©2016, David Gibson and 5 Minute Workday Publishing

ISBN: 978-0-9937524-4-5
Feats
Here are feats for use in your 5th Edition game.  Increase your Constitution by 1, to a maximum of
20.
Alchemist  As a bonus action you can spend a hit die, and add
the result of the roll to the damage or healing roll of
Prerequisite: Proficiency in herbalist kit or alchemist’s a spell cast before the end of your next turn.
supplies
You are skilled at mixing strange chemicals and
substances to produce items of wonder. This skill allows
Critical Mastery
you to craft alchemical potions and elixirs. You know how to fully take advantage of a lucky hit or
When crafting an alchemical substance, the total moment of weakness. Once per turn when you score a
market value you can craft in a single downtime day critical hit, you can add your relevant ability score
increases to 10 gp. modifier to the damage a second time.
You also know how to brew the following alchemical
concoctions: Defensive Fighting
 Adrenal Distillation. A creature that ingests or is You prefer to protect yourself and avoid injury, even if it
injected with this serum gains 2d4 temporary hit means your enemy avoids your attacks. When you take
points for 1 minute and can make a Constitution the Attack action, you can choose to fight defensively.
saving throw against one effect they are currently Until the start of your next turn, you take a -5 penalty on
suffering from. This elixir confers no benefit to all attacks but add your proficiency bonus to your
undead or constructs. A dose has a market price of Armour Class.
50 gp.
 Alchemist’s fire. Dwarven Fortitude
 Antitoxin.
 Elixir of might. Choose one ability score at time of Prerequisite: Dwarf
brewing: Strength, Constitution, or Dexterity. A Few can match the iron constitutions of a dwarf. When
creature that drinks this elixir gains advantage on you make a Strength, Constitution, or Wisdom saving
ability checks from the chosen ability score for 1 throw, you can choose to reroll the saving throw.
minute. This elixir confers no benefit to undead or Alternatively, when suffering from an effect that
constructs. A dose has a market price of 50 gp. allows you to make a saving throw to end the effect at the
 Medicinal Tonic. A creature that drinks this tonic end of your turn you can choose to roll the saving throw
substance gains advantage on saving throws against at the start of your turn as a bonus action. Once you use
disease for 1 day. It confers no benefit to undead or this feat, you must complete a short or long rest before
constructs. A dose has a market price of 50 gp. you use it again.
 Potion of healing.
 Metallic Polish. This thick oil coats one item in a Draconic Wings
thin layer of gold or silver. The item is considered to Prerequisite: Dragonborn
be made of that substance for 8 hours. Each time a The connection to your draconic ancestors is strong, and
weapon covered in metallic polish deals damage, the increases as you age. You were born with or grew small
remaining duration is decreased by 1 hour. A dose vestigial wings, which have only become larger and
has a market price of 50 gp. (The coating is obviously stronger. The wings now grant you the following
artificial upon inspection and thus cannot be used to benefits:
inflate an item’s value for sale.  When you fall from a height that would cause falling
 You may be able to craft other alchemical items and damage, as a reaction you can slow your descent. You
additional potions at the discretion of the Dungeon fall at a rate of 30 feet per round for 1 minute or
Master. These might require more exotic ingredients until you land.
or special recipes.  As a bonus action you can glide, gaining a fly speed
equal to your walking speed for 10 minutes. Half
Blood Mage your movement must be downward, either diagonally
Prerequisite: The ability to cast spells or straight down. After you use your wings to glide,
You can use your own body as a source of magical fuel, you cannot use them again until you complete either
causing injury to empower your magic. a short or long rest.

1
You are skilled at hunting creatures of the night, and
Elven Accuracy gain the following benefits:
 You gain proficiency in Survival.
Prerequisite: Elf or half-elf  While using Wisdom (Survival) to track a creature,
Your keen elven eyes enable you to make shots that
you treat d20 rolls of 9 or lower as a 10 and are
others would miss. When you attack with a ranged
considered to have advantage on all passive Wisdom
weapon, you can choose to reroll the attack roll. You
(Survival) checks.
must take the result of the second roll, even if it is lower.
 When you roll damage for your attacks against your
Once you use this ability, you cannot use it again until
chosen prey, you can treat any 1 on a damage die as a
you complete a short or long rest.
2.
 You can make an Intelligence check to recall
Fiendish Heritage information about a creature you might have
Prerequisite: Tiefling researched, such as any weaknesses, special power,
Your fiendish anatomy is pronounced, granting you the method of hunting, preferred prey, etc . The DM
following benefits: determines the DC of the check based on how
 Your tail can hold an object that weighs no more common the monster is and if you have encountered
than 10 lbs. If the object is a weapon, you can hold it similar creatures. Once you have used this feature,
with your tail but you are unable to wield it. you must spend one downtime day researching
 Your tail can retrieve items stored in belt pouches, monsters before you can use it again.
coin purses, or pockets.
 Your can use your horns to make unarmed strikes Navigator
that deal 1d6 piercing damage. You are an experienced traveler who is adept at
 Once per day you can cast darkness. Once cast you orienteering and mapmaking. When travelling, you can
must finish a long rest before you can cast this spell contribute your passive Wisdom (Perception) score to
again. the group's while navigating or drawing a map.
Alternatively, you can navigate and draw a map at the
Gnome Fey Magic same time. If you are not navigating or drawing a map
Prerequisite: Gnome you have advantage on your passive Wisdom (Perception)
You have learned to tap into your ancestral fey magic. score.
You gain the following abilities:
 You can cast each of the following spells once: Orc Aggression
dancing lights, minor illusion, and prestidigitation. You Prerequisite: Half-orc
regain the ability to cast these spells after a short or The blood of your orc progenitors fills you with rage and
long rest. the desire for violence. As a bonus action, you can
 When you take damage from an attack, as a reaction choose to move up to half of your walking speed towards
you can become invisible until the end of your next a hostile creature that you can see.
turn. This invisibility ends early if you take an action.
Once you use this ability you must complete a long Knife Master
rest before you can use it again.
Prerequisite: Dexterity 13 or higher
Hardy You only need the smallest of blades to deal crippling
wounds, and are skilled at making sudden rapid strikes
You recover swiftly from physical exertion and injuries. when an opportunity is presented.
You gain an additional Hit Die, which is a d8 and can be  When you deal a critical hit with a dagger or sickle
spent and regained normally. you roll 1d6 and add the result to the extra damage.
 When you are wielding a dagger or sickle that you are
Monster Hunter proficient with, and a creature misses you with a
Prerequisite: Wisdom 13 or higher melee attack, you can make an opportunity attack
When you gain this feat, choose one of the following against that creature with that weapon.
creature types to be your chosen prey: aberrations,
constructs, fey, fiends, monstrosities, or undead.

2
Help action to aid a friendly creature with a task you are
Reactionary proficient in, instead of gaining advantage they can add
your proficiency bonus to their check.
Quick to strike and even quicker to act, your readiness
grants you the following benefits:
 You can take reactions when surprised.
Spear Warrior
 When you make an opportunity attack and miss, you Prerequisite: Dexterity 13 or higher
do not use your reaction for that turn. Due to your extensive training with spears, you gain the
 When you hit with an opportunity attack, you can following benefits:
also choose to move 5 feet as part of the reaction.  You treat spears as a finesse weapon.
 When you wield a spear two-handed it gains the
Rending Assault reach property.
 When you take an Attack action and attack using
Prerequisite: Dexterity 13 or higher
only a spear, you can use a bonus action to attempt
You can strike with both weapons at once, dragging
to trip your opponent. A successful Strength or
them apart to create a painful wound. Once per turn,
Dexterity check (your choice) contested by the target’s
when you hit the same creature with both your main and
Strength or Dexterity check (their choice) allows you
offhand weapon that turn, each weapon deals an
to knock a Large or smaller creature prone.
additional 1d4 damage.

Scabbard Duelist Thrown Weapon Master


You are able to rapidly hurl weapons with surprising
In your hands, your weapon's scabbard is a deadly
power and accuracy.
weapon in its own right. You gain the following benefits:
 Your normal range with a thrown weapons increases
 You treat scabbards as improvised weapons that deal
to by 10 feet and your maximum range increases by
1d6 bludgeoning damage.
30 feet.
 You are proficient in attacking with scabbards.
 You can draw or stow two thrown weapons when you
 When you take the Attack action while holding a
would normally be able to draw or stow only one.
scabbard, you can draw or sheath your weapon as
 Before you make a melee attack with a light or finesse
part of an attack.
thrown weapon that you are proficient with, you can
 While wielding an empty scabbard and being targeted
choose to throw two weapons at the same time. Both
by an attack with a weapon that would fit inside the
weapons must target the same creature and use the
scabbard, you can use your reaction to try and catch
same attack roll and you take a -5 penalty to that roll.
the weapon in the scabbard, imposing disadvantage
If the attack hits, you roll damage for both thrown
on the attack roll.
weapons.
Shield Brawling Unyielding
Prerequisite: Proficiency with shields You have learned to fight your hardest when things are
Shields are a deadly weapon in your hands, granting you at their worst.
the following benefits:  Increase your Constitution by 1, to a maximum of
 You treat shields as martial melee weapons that deal 20.
1d8 bludgeoning damage, and has the thrown trait  You die after four failed death saving throws instead
with a range of 15/45. of three.
 You can use shields with two-weapon fighting even  When you are reduced to 0 hit points but not killed
though they aren't a light weapon. outright, you can instead drop to 1 hit point and gain
 Donning or doffing a shield does not take your temporary hit points equal to your level + your
action. Constitution modifier. Once you use this feat’s
ability, you must complete a long rest before you use
Skilled Assistance it again.
Prerequisite: Intelligence or Charisma 13 or higher
Through guidance and a shared workload, more can be
accomplished together than apart. When you take the

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